wickedplayer494
Account Details
SteamID64 76561198040048374
SteamID3 [U:1:79782646]
SteamID32 STEAM_0:0:39891323
Country Canada
Signed Up November 18, 2012
Last Posted December 19, 2024 at 7:34 PM
Posts 852 (0.2 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity 6
Raw Input  
DPI
 
Resolution
1920x1080
Refresh Rate
144hz
Hardware Peripherals
Mouse ASUS ROG Sica
Keyboard  
Mousepad  
Headphones  
Monitor BenQ XL2430T
1 2 3 4 ⋅⋅ 57
#1 TF2 update for 12/19/24 (12/20/24 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Updated the Brain Cane to fix problems with the texture and phong value

- Updated The Battle Music
- Added missing Hat style
- Fixed the models due to clipping on Heavy's ears and misalignment on Engineer
- Improved and strengthen the Noise Cancellation
- Updated the materials to fix it not being shiny
- Updated the backpack icon to reflect the materials change

- Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
- Re-implemented cubemap reflections in ice cave
- Fixed perch spots

- Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale's resistance to knockback back to 75%
- Reduced bonus flame damage against Hale from 50% to 25%
- Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
- Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
- Removed area-of-effect of Hale's normal punches (thanks Wendy)
- Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
- Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
- Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
- Fixed Hale being able to stomp while underwater (thanks Bradasparky)
- Fixed Sweeping Charge not working against underwater opponents
- Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
- Fixed Hale's faulty ground detection (thanks Bradasparky)
- Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
- Fixed the voice lines refusing to play sometimes

- Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn
- Fixed being able to build in a very high rooftop after point A
- Fixed being able to build in blue spawn
- Cart elevator is no longer the glitchiest thing in the universe
- Fixed cart not rolling back after completing the elevator descent sequence
- Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
- Gave blue more high ground for last point
- Added an additional dropdown for blue for last point
- Fixed being able to be teleported into red spawn as blue after capping point A
- Removed long hill rollback before point C
- Fixed bots getting stuck on the closed train doors after cap B
- Fixed being able to leave stickies inside blue last spawn
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B
- Fixed being able to enter the last blue spawn as red
- Birdie (Thanks Explocivo808)
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
- Mirrored the window sniper spot in last point choke
- Fixed being able to build behind a displacement rock wall in last point
- Removed troll teleport spot in last point ending ramp
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
- Improved skybox transitions
- The cart no longer tries to defy the law of physics
- Ninjaneers have more freedom to be ninjas
- The bots have learned how to play the map
- Gave the cart another coronación de gloria

Rumor has it:

- Size is close to 200 MB

posted 1 day ago
#1 CS2 update for 12/18/24 (12/19/24 UTC, 1.40.5.6) in CS2 General Discussion

Via the Steam Community:

ValveSHANGHAI MAJOR
- Shanghai 2024 Major Champions Capsule is now available for purchase. The capsule features autographs for each member of the winning team in paper, glitter, holo, and gold. 50% of the proceeds go to the players and organizations.

GAMEPLAY
- Adjusted the threshold at which death notice displays attacker as "flashed".
- Explosions will now more reliably throw weapons around even if multiple weapons are dropped on top of each other.
- During warmup, weapons will no longer drop on the ground when changing teams.
- During warmup, changing teams now has a two second cooldown.
- Added server settings controlling which items drop on the ground during warmup period: mp_warmup_items_drop_policy, mp_warmup_items_nocost, mp_warmup_items_nocount_policy. Community servers that run with free non-droppable weapons during warmup can set these settings as follows: mp_warmup_items_drop_policy 0, mp_warmup_items_nocost 1, mp_warmup_items_nocount_policy 251.
- Give command will now always drop the held weapon if the given weapon needs an empty primary/secondary weapon slot to be used. - For legacy behaviour, which would drop the new weapon on the ground, developers can use "-keep_gear" flag, e.g. give weapon_awp -keep_gear

MAPS
Train
- Improved collision fidelity on various props
- Updated and fixed surface types on several props
- Adjusted wetness levels on some surfaces
- Fixed various gaps in map

MAP GUIDES
- Map Guides are now supported in the Steam Workshop for submission and subscription.
- Added a selector to pick which map guide gets loaded in practice mode.
- Annotations nodes are now visible in the radar.
- Added a tool (via console command "workshop_annotation_submit") to submit a map guide to the Steam Workshop.

MISC
- Added a setting for CPU Cores Usage Preference to control how high performance and power efficiency cores are used by the game on CPUs with variable cores.
- Fixed a case where graphics driver could render a corrupt graphics image for weapons in inventory item tiles.
- Improvements to weapon inspect animations.
- Improvements to display of extra-long custom weapon names in UI.
- Stability improvements.
- Added all-new 2025 Service Medal which will be available starting January 1st GMT
- Workshop Tools - Fixed bug on shadows for low sunlight angles

Rumor has it:

- Just like the last few years of medals, the 2025 Service Medals feature 6 levels, each of which can be viewed below:
- Level 1:

https://i.imgur.com/EAu4XEN.png

- Level 2:

https://i.imgur.com/osZzCC2.png

- Level 3:

https://i.imgur.com/Et5oRvc.png

- Level 4:

https://i.imgur.com/eKtKp68.png

- Level 5:

https://i.imgur.com/Wrgb5Kg.png

- Level 6:

https://i.imgur.com/sbXrAN9.png

- Size is close to 550 MB (with Workshop Tools installed)

posted 2 days ago
#1 TF2 update for 12/17/24 in TF2 General Discussion

Via the Steam store:

Valve- Updated the Dapper Noel to fix an issue with the mesh

- Updated vsh_maul
- Fixed broken areaportals
- Changed some props in the upper area that could be mistaken for a large ammo pack

Rumor has it:

- Size is ~15 MB

posted 3 days ago
#1 TF2 update for 12/16/24 (12/17/24 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Added missing No Gloves style for the Consigliere's Coverup
- Added missing Versus Saxton Hale kill icons
- Added some tournament medals
- Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
- Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
- Updated Aurora Skies Unusual effect to fix a timing issue
- Updated the Necroprancer to fix an issue with the materials
- Updated the Dusk Duster to fix an issue with the materials

- Updated the Dapper Noel
- Remade normal map to be compatible with OpenGL
- Re-baked Diffuse & updated backpack icon to reflect above changes
- Removed misplaced ambient occlusion
- Fixed problematic face flexes
- Fixed an issue where Engineer's beard was protruding from his goggles
- Fixed an issue with the jigglebones being disabled
- Rigged Sniper's hat to be compatible with his melee taunt

- Updated Scrooge McDoc
- Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
- Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
- Updated the backpack icon

- Updated koth_overcast_final
- Fixed an issue with the models/materials
- Added back snow coverings (now using displacements) to some props that were missing them
- Fixed misaligned textures in various places
- Fixed weird lighting bug on a wall in blue spawn
- Fixed 'Hotel' sign not displaying properly
- Added back indicators under some health and ammo kits that were missing them

- Updated cp_fortezza
- Removed sniper window leading into last
- Fixed Engineer being able to build in some doors
- Fixed some props being solid
- Slight art pass update

- Updated vsh_maul
- Players can no longer hide from Saxton in the dark
- Fixed props inside other props
- Fixed z-fighting brushes
- Fixed missing particle effects for the water feature
- Fixed orientation of water feature particles
- Minor lighting changes around the cinema
- Adjusted LOD change distances for Cinema sign
- Updated VSH logic
- Grounded levitating props
- Aligned misaligned textures
- Fixed mis-textured walls
- Clipped upper metal beams
- Fixed clip brushes sticking out from walls that could be walked on
- Players will now be pushed off of the fire bell
- Adjusted cinema sign shadow
- Used spell check on Saxton's Package sign
- Updated how music is activated and deactivated
- Fixed clipping on the hanging big ornaments

Rumor has it:

- Today's tournament medal additions are for AsiaFortress Liquid.tf Newbie Cup 9 (1st Place, 2nd Place, 3rd Place, Participant, Coach)

- Size is ~60 MB

posted 4 days ago
#1 TF2 update for 12/11/24 (Smissmas 2024) in TF2 General Discussion

Via the Steam store:

ValveHappy Smissmas 2024!
* All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
* Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul

* Added the Winter 2024 Cosmetic Case
* Contains 23 new community-contributed items
* The Festivizer can be found as a bonus drop when opening the case

* Added 3 new community-contributed taunts to the Mann Co. Store
* Taunt: Fore-Head Slice
* Taunt: Peace!
* Taunt: Curtain Call

* Added 18 new community-created Unusual effects
* 9 new effects for Unusual hats
* 9 new effects for Unusual taunts
* All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
* Mann Co. Store winter sale!
* Smissmas runs through January 7th, 2025

General
* Fixed a client crash when previewing imported items in the Workshop dialog
* Fixed showing an error model when equipping the Scottish Resistance
* Fixed The Executioner not hiding the Scout's dog tags
* Updated the Mountebank's Masque to fix a problem with the materials
* Updated/Added some tournament medals
* Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
* General
* Added the gamemode intro movie (made by Lacry, thanks)
* Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
* Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
* Added Hale's kill icons
* Visual improvements to Hale's Ability HUD (thanks Funicular)
* Added a visual cue signaling an upcoming Saxton Punch!
* Minor visual improvements to Saxton Hale and his particle effects
* Fixed the boss bar sometimes starting invisible
* Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
* Fixed a rare bug when Hale's Ability HUD textures become missing
* Balance Changes - Saxton Hale
* Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
* Weightdown ability is disabled during Jump Fatigue
* Increased Hale's health by ~100HP per opponent
* Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
* Hale's resistance to knockback reduced from 75% to 35%
* Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
* Balance Changes - Mercenaries
* Explosives and fire now deal 50% more damage against Hale
* The 40% minigun damage penalty now applies to full crits only
* Broken Demoman shields now retain the charge ability
* Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
* Greatly decreased sticky trap damage reduction
* Removed Scottish Resistance's 20% damage penalty
* Baby Face's Blaster now loses 20% of its boost upon Wall Climbing

* Updated vsh_tinyrock (additional changes)
* Improved performance
* Fixed odd clipping at one of the spawns

* Updated vsh_distillery (additional changes)
* Improved performance

* Updated vsh_nucleus (additional changes)
* Fixed setup time ending five seconds too early
* Improved detailing in some areas
* Improved clipping on staircases
* Increased control point capture time to 15 seconds
* Removed collision on some lights
* Changed damage model and damage amount of the toxic waste pit and puddles

* Updated vsh_skirmish (additional changes)
* Fixed setup time ending five seconds too early
* Fixed an issue where Engineers could build in the crocodile pit
* Fixed not being able to wall climb certain trees in the main arena
* Fixed some lighting issues on stalactites and other props
* Parts of Hale's intro sequence no longer play while waiting for players
* Improved optimization and detailing in some areas
* Improved clipping on spiral stairs (Thanks Aar!)
* Updated security system

* Updated cp_brew
* The shortcut from RED spawn to the "A" point now has a nobuild trigger
* Added floor indicator for the health kit in the "A" point wooden shack
* Adjusted "A" point wooden shack to allow more breathing room
* Fixed getting stuck on the "A" gate's frame
* Fixed teletrap near "A" point ditch route
* Fixed being able to place buildings inside an out-of-bounds room outside "A" point
* Fixed some stuck spots near "B" point
* Fixed being able to shoot through a crack in the BLU forward spawn
* Fixed floating props in the diner
* Fixed one way door not forcing itself closed
* Cleaned up some collisions and clipping across the map
* Improved lighting on all of the archways

* Updated koth_krampus
* Fixed missing trees in skybox
* Improved look of waterfall texture near full health-kit
* Fixed minor visual errors
* Minor NPC clipping changes
* Fed krampus some oats

* Updated pl_emerge
* Switched on the cart light
* Fixed RED players being able to sit on the edge of an exit of BLU's starting spawn
* Fixed some doors showing incorrect textures
* Fixed the final capture point displaying an incorrect string
* Fixed the map occasionally playing incorrect ambient sounds
* Minor visual and performance tweaks

* Updated cp_carrier
* The Carrier now has full crits rather than mini-crits
* The Carrier now uses the robot voice lines
* Improved hearability of the Carrier's voice lines and footsteps
* Fixed visual bugs with the boss bar
* Fixed the Carrier sometimes becoming invisible while taunting
* Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
* Fixed occasional phasing through the elevator platform at BLU spawn
* Decreased size of the frog

Rumor has it:

- Size is ~625 MB - data capped users should be prepared to take action

posted 1 week ago
#1 TF2 update for 11/14/24 in TF2 General Discussion

Via the Steam store:

Valve- Improved matchmaking performance
- Improved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region.
- Improved matchmaker decision making for cross-region parties
- Added error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishing
- Fixed the matchmaking settings dialog frequently failing to display any datacenters
- Fixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to Steam
- Updated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regions

- Updated cp_gravelpit_snowy
- Fixed a script issue
- Improved performance
- Improved clipping

Rumor has it:

- Size is ~20 MB

posted 1 month ago
#1 MAJOR CS2 update for 11/13/24 (Train Launched) in CS2 General Discussion

Via the Steam Community:

ValveDAMAGE PREDICTION
- Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
- Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
- Damage prediction is not active when you have high ping.

ANIMATION
- Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
- Fixed a case where legs weren't animating correctly while taking damage.

GRAPHICS
- Added ambient occlusion for first person legs to better ground them in the environment.
- Performance optimizations for molotov and incendiary effects.

GRENADES
- Added axis labels to the grenade line-up reticle tick marks.
- The grenade preview camera now shows the result of a jump throw while the jump button is held.

MAP GUIDES
- Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
- Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.

MISC
- New game settings for radar map blending and background opacity.
- Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
- Fixed a regression with Chinese input via the Microsoft Input Methods.
- CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
- Charm Template number is now available in Charm descriptions.

MAPS
Train
- Added Train to Competitive, Casual, and Deathmatch modes.

Community Maps
- Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
- Added Palais and Whistle to Wingman mode.
- Removed Thera, Mills, Assembly, and Memento from all game modes.

Ancient
- Fixed some lighting errors.
- Fixed some collision gaps.
- Fixed some bad wall bang spots.
- Fixed a stuck spot.

Italy
- Fixed some bad boost spots.

Mirage
- Fixed a pixel peek.

Overpass
- Visual updates to canals area and B-site.
- Rework of heaven drop down mechanics.
- Performance improvements, particularly in canals area and B-site.
- Added a sign that blocks a bad line of sight from long boost to CT spawn.
- Removed small fence at the edge of party/picnic that interfered with visibility to train station.
- Removed some geometry under wrecked truck that looked like player legs.
- Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
- Deleted a tree that interfered with a line of sight.
- Moved one of the crate lids on A-site to block a bad line of sight.
- Removed some lamps that could look like player heads at A-site.
- Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
- Removed a chain link fence in alley that made players hard to see.
- Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
- Made shelf in heaven look less like a player.
- Adjusted props and lights in heaven to reduce noise and make players brighter.
- Removed handcart behind barrels at B-site so players can back into the corner.
- Adjusted collision around barrels for better player movement.
- Added light behind barrels for better player visibility.
- Fixed weird collision on barrel that made for inconsistent wall bangs.
- Fixed bad graffiti rendering at B-site.
- Removed concrete block behind the cement bags at B-site for less awkward player movement.
- Set many smaller props to exclude player movement and grenade bounces.
- Fixed some pixel peeks.
- Small visual updates throughout the map.

Shoots
- Performance improvements in some areas.

Rumor has it:

- Size is an extreme close to 10 GB (with Workshop Tools installed) - DATA CAPPED USERS SHOULD TAKE ACTION NOW!

posted 1 month ago
#1 CS2 update for 11/6/24 (11/7/24 UTC, 1.40.4.6) in CS2 General Discussion

Via the Steam Community:

ValveGAMEPLAY
- Various adjustments to bullet hit feedback.
- Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen.
- Jumping in place on a sloped surface will no longer result in players sliding a short distance.
- Fixed a bug where C4 could be defused from any height.

ANIMATION
- Fixes for IK logic to improve third-person feet posing, especially on slopes.
- Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation.
- Reduced animation-related network bandwidth usage.

MATCHMAKING
- Added more detailed matchmaking stats for players who try to find a match at off-peak times of day.

MISC
- Activating an Armory Pass no longer grants the first Armory Credit immediately. All 40 Armory Credits can be earned by playing and earning XP.

MAPS
Office
- Fixed geometry in the problematic jumping corner.

Ancient
- Reworked collision on the staircase to A-main for better player movement.
- Removed a tree that was creating a distracting shadow at A site.
- Adjusted collision to better match visible geometry so that players can hug the walls more closely.
- Fixed a few lighting bugs.
- Reduced shadows to increase perf in some areas.
- Fixed some spots in house where you could get stuck.
- Fixed collision gap at the bottom of B ramp.
- Fixed some disappearing mesh.

Nuke
- Fixed some lighting errors on lower graphics settings.

Anubis
- Fixed a gap in geometry.

Rumor has it:

- The matchmaking statistics mentioned by Valve above will be shown in a tooltip that states: "Only %players% players are searching in your region, long wait expected." ("%players%" being substituted for the actual number of players searching)
- This tooltip will first appear with a yellow exclamation mark beside it, but if there are a critically low amount of players (such as during a recovery from a Steam usual weekly server update), it will turn red

- Aside from a bit of Vulkan ray-tracing plumbing and another round of localization file updates (made possible in part by contributions from Translators Like You - Thank You), this update is that of a WYSIWYG nature

- Size is ~1.3 GB (with Workshop Tools installed) - data capped users should take action now

posted 1 month ago
#1 TF2 update for 11/4/24 (11/5/24 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Fixed the Guano and Batbelt cosmetic items hiding the Scout's dog tags
- Fixed The Beacon from Beyond incorrectly hiding a bunch of bodygroups
- Fixed the Quoth cosmetic item hiding the Scout's headphones
- Fixed some broken materials for some props_farm gib models
- Adding "Hat" style for the Fuel Injector
- Updated the Clue Hairdo to fix broken smoke effect

- Updated koth_synthetic_event
- Edited nav mesh to minimize the Toastmaster running diving into the grinder/death pit

- Updated pd_farmageddon
- Revoked scarecrow gym membership which lowered their health from 500 to 350

- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- Fixed an exploit allowing some players to respawn as a human or play as a human on the Zombie team

Rumor has it:

- Reminder: Scream Fortress XVI ends later this week on 11/7/24. Time is running out to complete ConTracker contracts for free (untradable) spooky goodies!

- Size is close to 90 MB

posted 1 month ago
#1 Counter-Strike 2 update for 10/30/24 (1.40.4.5) in CS2 General Discussion

Via the Steam Community:

ValveMISC
- Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office.
- Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11.

Rumor has it:

- Size is close to 20 MB (with Workshop Tools installed)

posted 1 month ago
#1 CS2 update for 10/28/24 (10/29/24 UTC, 1.40.4.3) in CS2 General Discussion

Via the Steam Community:

ValveJUMPING
- Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0).
- Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin.
- Improved consistency of successfully landing on surfaces very close to the maximum height of a jump.
- Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height.
- Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces.
- Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place.

MISC
- Adjusted weapon pickup logic while near the C4, prioritizing defusing over accidental weapon pick-up.
- Enemies will now consistently play a flinch animation on the closest hit when the bullet goes through two hitboxes of equal priority (e.g. when both right and left legs get hit).
- HE grenade explosions within smoke now clear the accumulated smoke screen effect on players inside that smoke within range of the HE grenade explosion.
- Stability improvements.

MAPS
Dust II
- Fixed a gap in geometry.

Rumor has it:

- Several older previous version branches from as old as 1.39.9.9 from March have been removed by Valve tonight. A couple of newer previous version branches have been put up in their place, including "1.40.3.7" (from the 10/15/24 update), "1.40.4.2" (from the 10/24/24 update), and "1.40.4.3" which is this update tonight
- The "1.40.3.0" branch from the 9/10/24 update also remains available for use
- If you were using any of the previous version branches which have been deleted, the Steam client will automatically return you to the default public branch with the latest version of the game. If you wish and/or need to use a previous version branch, you can select one from the Betas tab in the game's properties through your Steam library

- Size is close to 325 MB (with Workshop Tools installed)

posted 1 month ago
#1 TF2 update for 10/25/24 in TF2 General Discussion

Via the Steam Community:

Valve- Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
- Updated the Fleet Commander again to fix import problems from the previous update
- Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player

- Updated cp_freaky_fair
- Fixed issues related to the gamemode logic
- Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
- Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
- Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
- Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
- Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
- Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
- Fixed sniper and demo shields not having their upgrades cleared
- Fixed canteens not having their values cleared when refunding whilst not equipped
- Increased the height of the skybox
- Increased last point capture time from 6s to 7s
- Changed some clipping to stop giants from building on roofs
- Smoothed out a divot (Thanks Midnite!)

- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods

- General
- Re-encoded all Zombie Infection sound effects as .WAV
- This fixes issues with sound effects not playing correctly and spewing errors in the console

- Bug fixes
- Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
- Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
- Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade

- Zombie Changes
- Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
- Zombie Heavy is no longer immune to Critical Hits
- Zombie Heavy's max health raised to 525 (from 450)
- Zombie Pyro's max health raised to 250 (from 175)
- Zombie Pyro now drops a medium health kit on death

- Survivor Changes
- Crossbow weapons no longer have a flat damage multiplier against Zombies
- The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
- Jumper Weapons can no longer store reserve ammunition

- Updated zi_murky (additional changes)
- Added more respawn room triggers around the new spawn zones

Rumor has it:

- Size is ~80 MB

posted 1 month ago
#4 TF2 update for 10/24/24 in TF2 General Discussion
maraudeRhttps://i.imgur.com/nTrvtlj.png

17 years

and 14 days

posted 1 month ago
#1 TF2 update for 10/24/24 in TF2 General Discussion

Via the Steam Community:

Valve- Added missing list of authors for arena_lumberyard_event
- Fixed the Crook Combatant hiding the Scout's dog tags
- Fixed some sound script entries not playing because they were looking for .wav instead of .mp3
- Fixed BLU Scout using the incorrect team color pants
- Fixed some props_farm models using an incorrect surfaceprop setting
- Updated the large version of the backpack image for The Fast Learner to be consistent with the small version
- Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings
- Updated a couple of the community console images to fix missing nomip/nolod settings
- Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair"
- Updated the Fleet Commander and Delldozer to fix import problems from the previous update

- Updated arena_lumberyard_event
- Fixed mini-crits being removed from the last player standing if they used the Crit-a-Cola
- Added missing navigation mesh
- Fixed areaportal windows in spawn fading in too early
- Fixed cases where players would get stuck on the setup doors
- Adjusted prop fades

- Updated cp_darkmarsh
- Lowered spell spawn timer (from 180 seconds to 120 seconds)
- Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up
- Added several more pumpkin bomb spawn points
- Fixed portcullis doors turning pitch black when opening
- Lowered RED respawn wave time for the last point (from 10 to 8)

- Updated tow_dynamite
- Fixed an ammo pick-up differ on BLU side
- Added a missing wagon wheel on BLU side
- Added Tug of War objective strings
- Made the jump pad's deathpits deeper
- A new critter has arrived

- Updated pd_circus
- Fixed spell books being prompted despite none spawning in the map
- Reduced points per player from 6 to 5
- Reduced distracting lighting and details around the inaccessible areas of the circus
- Fixed being able to place teleporters too close to spawn doors
- Fixed erroneous collisions
- Fixed small displacements cutting through walls
- Fixed some gaps in geometry

Rumor has it:

- Size is close to 110 MB

posted 1 month ago
#1 TF2 update for 10/18/24 in TF2 General Discussion

Via the Steam Community:

Valve- Fixed an issue with Blazehattan contracts
- Fixed an issue with Outburst contracts
- Fixed an invalid Soul Gargoyle location on Mann Manor
- Fixed players not being able to select a class and spawn after watching an intro video
- Recompiled props_farm\box_cluster03.mdl to fix a problem with the material
- Updated the Dusk Duster to adjust the rigging a bit to reduce distortion

- Updated the Triboniophorus Gentlemannus
- Fixed clipping
- Updated texture to fix mipmapping
- Added jigglebone
- Added attachment for genteel smoke effect

- Updated the Clue Hairdo to fix a rim mask problem with the 'Case Open' style

- Updated the Fleet Commander
- Fixed white seams when moving camera away from character
- Improved position of Style Selection camera by deleting unused bones

- Updated the Delldozer to fix a problem with the specular map for the Re-Mastered and Re-Engineered styles
- Updated The Witch Doctor to fix a problem with the diffuse textures and normal maps
- Updated Taunt: Commending Clap to fix some issues with sounds and timing

- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- Reduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 seconds
- Adjusted Zombie Pyro's death explosion to briefly ignite players hit by the blast
- Fixed a bug that allowed Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!)
- Fixed Zombie Heavy's ability appearing as an active instead of a passive on the HUD (Thanks NeoDement!)
- Fixed a bug that caused Zombie Heavy's knockback effect to trigger on afterburn damage when quickly swapping from Pyro to Heavy

- Updated zi_blazehattan (additional changes)
- Fixed top roof having no collisions, causing players to 'sink in'
- Made the brick decoration near the wooden ramp slightly lower to make jumping to the top roof easier
- Removed some redundant clip brushes
- Changed the round timer from 6 minutes to 3 minutes 30 seconds
- Fixed missing textures behind the windows of the warehouse building
- Fixed rendering issue in the A Gate zombie spawn (Thanks Midnite!)
- Fixed several instances where players could stand on top of clip brushes and in high places (Thanks Midnite!)
- Fixed floodlight stuck spot near B Gate (Thanks Midnite!)
- Fixed troll teleporter spots (Thanks Midnite!)
- Fixed telephone pole collision (Thanks Midnite!)
- Added no-build triggers on top of barrel clusters at the top of the containers for consistency
- Added barrel clusters and wood debri on top of the red container with the floodlight to make it more apparent engineers can't build there, as well as to provide cover for zombies
- Various small changes

- Updated tow_dynamite
- Doubled the chances of a Jump Spell drop
- Fixed the main gates killing players when touched on the side
- Fixed the main gates killing you prematurely before they are fully closed
- Fixed HUD textures going missing on occasion (Thanks Aar)
- Fixed the rooftop fire being too strong
- Fixed multiple locations that allowed players to build out of bounds
- Fixed an overly aggressive propfade in front of spawn
- Fixed edge bugs on multiple roofs that allowed players to remain alive

- Updated vsh_outburst
- Improved performance
- Fixed menu images
- Fixed a minor visual issue
- Fixed being able to stick to the invisible walls

- Updated koth_sawmill_event
- Reduced the amount of skeletons that spawn
- Added a new pathway to the secret underworld exit
- Redid some detailing near Reds base
- Improved lighting near some shacks near mid
- Fixed clipping for a shack
- Reworked where Soul Gargoyles spawn, now favoring Mid more often
- Made some new greener water for Mids lumber place
- New spectator cams

- Updated cp_freaky_fair
- Fixed issues related to the gamemode logic
- Fixed players being able to retain upgrades on their weapons by putting them in their loadout before the round changes and then switching back to them
- Fixed some currency bugs related to players having upgrades pending but not accepted, and then leaving the upgrade trigger
- Fixed players being able to retain their upgrades when switching classes inside the upgrade trigger after having refunded
- Fixed character upgrades being occasionally set to incorrect quantities
- Changed uber and kritz potions so they use the equivalent lakeside conditions to allow Medics to switch weapons and maintain their effects
- Fixed players being able to put a class into a massive debt
- Several minor fixes
- Merasmus is very talkative, so we asked him to talk a bit differently
- Merasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup time
- Merasmus will no longer say something that is too long to say before he needs to announce something else, he will say something different now
- Merasmus now has more things to say
- Merasmus will now announce overtime, stalemate and last control point being captured instead of the Administrator
- Made changes to the upgrades
- Ghost Potion: ghost spooking radius reduced from 512 hu to 384 hu
- Ghost Potion: ghost spooking frequency increased from 5 to 7 secs (this is a nerf)
- Sentry Firing Speed: removed redundant 3rd level
- Disposable sentry: Maximum amount reduced from 4 to 3
- Crit boost on kill: Now disabled
- Shield Recharge Rate bonus: Maximum level reduced from 4 to 2
- Shield Recharge Rate bonus: Price increased from $150 to $250
- Rocket Specialist: Price increased from $300 to $450
- Rocket Specialist: Maximum level reduced from 4 to 3
- Crit damage resistance: Resist reduced from 30% to 25% per level (this is a nerf)
- Crit damage resistance: Maximum Resist reduced from 90% to 75% (this is a nerf)
- Thermal Thruster impact stun: Price increased from $600 to $750
- Explosive Headshot: Price increased from $350 to $450
- Mad Milk and Jarate speed on target debuff: Debuff reduced from 35% to 25%
- Mark For Death: Price reduced from $500 to $300
- Fixed several roof spots players were able to stand on (Thanks Midnite!)
- Fixed several teleporter stuck spots (Thanks Midnite!)
- Fixed floating pumpkins and planks (Thanks Midnite!)
- Fixed several spots that could be abused to spawncamp enemy team (Thanks Midnite!)
- Removed some visible dev textures (Thanks Midnite!)
- Removed stool from the arcade that was blocking the path previously
- Fixed being able to deal splash damage through metal grates
- Clipped the attic in respawn room to prevent players from getting and building there
- Clipped several beams in the lobby room
- Fixed missing wooden board near Red respawn room door
- Moved Merry-Go-Round sound source closer to make it louder
- Brightened several dark spots
- Closed the tree gap

Rumor has it:

- Size is ~130 MB

posted 2 months ago
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